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// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Stride.Core;
using Stride.Core.Extensions;
using Stride.Core.Serialization;
using Stride.Core.Storage;
using Stride.Graphics;
using Stride.Core.Shaders.Ast;
using Stride.Core.Shaders.Ast.Glsl;
using Stride.Core.Shaders.Convertor;
using ConstantBuffer = Stride.Core.Shaders.Ast.Hlsl.ConstantBuffer;
using StorageQualifier = Stride.Core.Shaders.Ast.StorageQualifier;
namespace Stride.Shaders.Compiler.OpenGL
{
internal partial class ShaderCompiler : IShaderCompiler
{
private int renderTargetCount;
/// <summary>
/// The constructor.
/// </summary>
/// <param name="rtCount">The number of render targets</param>
public ShaderCompiler(int rtCount)
{
renderTargetCount = rtCount;
}
/// <summary>
/// Converts the hlsl code into glsl and stores the result as plain text
/// </summary>
/// <param name="shaderSource">the hlsl shader</param>
/// <param name="entryPoint">the entrypoint function name</param>
/// <param name="stage">the shader pipeline stage</param>
/// <param name="effectParameters"></param>
/// <param name="reflection">the reflection gathered from the hlsl analysis</param>
/// <param name="sourceFilename">the name of the source file</param>
/// <returns></returns>
public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
{
var shaderBytecodeResult = new ShaderBytecodeResult();
byte[] rawData;
var inputAttributeNames = new Dictionary<int, string>();
var resourceBindings = new Dictionary<string, int>();
GlslShaderPlatform shaderPlatform;
int shaderVersion;
switch (effectParameters.Platform)
{
case GraphicsPlatform.OpenGL:
shaderPlatform = GlslShaderPlatform.OpenGL;
shaderVersion = 410;
break;
case GraphicsPlatform.OpenGLES:
shaderPlatform = GlslShaderPlatform.OpenGLES;
shaderVersion = 300;
break;
case GraphicsPlatform.Vulkan:
shaderPlatform = GlslShaderPlatform.Vulkan;
shaderVersion = 450;
break;
default:
throw new ArgumentOutOfRangeException("effectParameters.Platform");
}
var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);
if (shader == null)
return shaderBytecodeResult;
if (effectParameters.Platform == GraphicsPlatform.OpenGLES) // TODO: Add check to run on android only. The current version breaks OpenGL ES on windows.
{
//TODO: Remove this ugly hack!
if (shaderSource.Contains($"Texture2D StrideInternal_TextureExt0") && shader.Contains("uniform sampler2D"))
{
if (shaderPlatform != GlslShaderPlatform.OpenGLES || shaderVersion != 300)
throw new Exception("Invalid GLES platform or version: require OpenGLES 300");
shader = shader.Replace("uniform sampler2D", "uniform samplerExternalOES");
shader = shader.Replace("#version 300 es", "#version 300 es\n#extension GL_OES_EGL_image_external_essl3 : require");
}
}
if (effectParameters.Platform == GraphicsPlatform.Vulkan)
{
string inputFileExtension;
switch (stage)
{
case ShaderStage.Vertex: inputFileExtension = ".vert"; break;
case ShaderStage.Pixel: inputFileExtension = ".frag"; break;
case ShaderStage.Geometry: inputFileExtension = ".geom"; break;
case ShaderStage.Domain: inputFileExtension = ".tese"; break;
case ShaderStage.Hull: inputFileExtension = ".tesc"; break;
case ShaderStage.Compute: inputFileExtension = ".comp"; break;
default:
shaderBytecodeResult.Error("Unknown shader profile");
return shaderBytecodeResult;
}
var inputFileName = Path.ChangeExtension(Path.GetTempFileName(), inputFileExtension);
var outputFileName = Path.ChangeExtension(inputFileName, ".spv");
var args = $"-V"; // Generate SPIR-V binary
// Add debug info if needed
if (effectParameters.Debug)
{
args += " -g"; // Generate debug information
if (effectParameters.Profile >= GraphicsProfile.Level_10_0)
{
args += " -Od"; // Disable optimizations
}
}
args += $" -o {outputFileName} {inputFileName}";
// Write shader source to disk
File.WriteAllBytes(inputFileName, Encoding.ASCII.GetBytes(shader));
// Run shader compiler
string filename;
switch (Platform.Type)
{
case PlatformType.Windows:
case PlatformType.UWP:
filename = @"win-x64\glslangValidator.exe";
break;
case PlatformType.Linux:
filename = @"linux-x64/glslangValidator.bin";
break;
case PlatformType.macOS:
filename = @"osx-x64/glslangValidator.bin";
break;
default:
throw new PlatformNotSupportedException();
}
ShellHelper.RunProcessAndRedirectToLogger(filename, args, workingDirectory: null, shaderBytecodeResult);
if (!File.Exists(outputFileName))
{
shaderBytecodeResult.Error("Failed to generate SPIR-V from GLSL");
return shaderBytecodeResult;
}
// Read compiled shader
var shaderBytecodes = new ShaderInputBytecode
{
InputAttributeNames = inputAttributeNames,
ResourceBindings = resourceBindings,
Data = File.ReadAllBytes(outputFileName),
};
using (var stream = new MemoryStream())
{
var writer = new BinarySerializationWriter(stream);
writer.Write(shaderBytecodes);
rawData = stream.ToArray();
}
// Cleanup temp files
File.Delete(inputFileName);
File.Delete(outputFileName);
}
else
{
// store string on OpenGL platforms
rawData = Encoding.UTF8.GetBytes(shader);
}
var bytecodeId = ObjectId.FromBytes(rawData);
var bytecode = new ShaderBytecode(bytecodeId, rawData);
bytecode.Stage = stage;
shaderBytecodeResult.Bytecode = bytecode;
return shaderBytecodeResult;
}
private string Compile(string shaderSource, string entryPoint, ShaderStage stage, GlslShaderPlatform shaderPlatform, int shaderVersion, ShaderBytecodeResult shaderBytecodeResult, EffectReflection reflection, IDictionary<int, string> inputAttributeNames, Dictionary<string, int> resourceBindings, string sourceFilename = null)
{
PipelineStage pipelineStage = PipelineStage.None;
switch (stage)
{
case ShaderStage.Vertex:
pipelineStage = PipelineStage.Vertex;
break;
case ShaderStage.Pixel:
pipelineStage = PipelineStage.Pixel;
break;
case ShaderStage.Geometry:
shaderBytecodeResult.Error("Geometry stage can't be converted to OpenGL. Only Vertex and Pixel shaders are supported");
break;
case ShaderStage.Hull:
shaderBytecodeResult.Error("Hull stage can't be converted to OpenGL. Only Vertex and Pixel shaders are supported");
break;
case ShaderStage.Domain:
shaderBytecodeResult.Error("Domain stage can't be converted to OpenGL. Only Vertex and Pixel shaders are supported");
break;
case ShaderStage.Compute when shaderPlatform == GlslShaderPlatform.Vulkan:
pipelineStage = PipelineStage.Compute;
break;
case ShaderStage.Compute:
shaderBytecodeResult.Error("Compute stage can't be converted to OpenGL. Only Vertex and Pixel shaders are supported");
break;
default:
shaderBytecodeResult.Error("Unknown shader profile.");
break;
}
if (shaderBytecodeResult.HasErrors)
return null;
Shader glslShader;
// null entry point means no shader. In that case, we return a default function in HlslToGlslWriter
// TODO: support that directly in HlslToGlslConvertor?
if (entryPoint == null)
{
glslShader = null;
}
else
{
// Convert from HLSL to GLSL
// Note that for now we parse from shader as a string, but we could simply clone effectPass.Shader to avoid multiple parsing.
var glslConvertor = new ShaderConverter(shaderPlatform, shaderVersion);
glslShader = glslConvertor.Convert(shaderSource, entryPoint, pipelineStage, sourceFilename, inputAttributeNames, shaderBytecodeResult);
if (glslShader == null || shaderBytecodeResult.HasErrors)
return null;
foreach (var constantBuffer in glslShader.Declarations.OfType<ConstantBuffer>())
{
// Update constant buffer itself (first time only)
var reflectionConstantBuffer = reflection.ConstantBuffers.FirstOrDefault(x => x.Name == constantBuffer.Name && x.Size == 0);
if (reflectionConstantBuffer != null)
{
// Used to compute constant buffer size and member offsets (std140 rule)
int constantBufferOffset = 0;
// Fill members
for (int index = 0; index < reflectionConstantBuffer.Members.Length; index++)
{
var member = reflectionConstantBuffer.Members[index];
// Properly compute size and offset according to std140 rules
var memberSize = ComputeMemberSize(ref member.Type, ref constantBufferOffset);
// Store size/offset info
member.Offset = constantBufferOffset;
member.Size = memberSize;
// Adjust offset for next item
constantBufferOffset += memberSize;
reflectionConstantBuffer.Members[index] = member;
}
reflectionConstantBuffer.Size = constantBufferOffset;
}
// Find binding
var resourceBindingIndex = reflection.ResourceBindings.IndexOf(x => x.RawName == constantBuffer.Name);
if (resourceBindingIndex != -1)
{
MarkResourceBindingAsUsed(reflection, resourceBindingIndex, stage);
}
}
foreach (var variable in glslShader.Declarations.OfType<Variable>().Where(x => (x.Qualifiers.Contains(StorageQualifier.Uniform))))
{
// Check if we have a variable that starts or ends with this name (in case of samplers)
// TODO: Have real AST support for all the list in Keywords.glsl
if (variable.Type.Name.Text.Contains("sampler1D")
|| variable.Type.Name.Text.Contains("sampler2D")
|| variable.Type.Name.Text.Contains("sampler3D")
|| variable.Type.Name.Text.Contains("samplerCube")
|| variable.Type.Name.Text.Contains("samplerBuffer"))
{
// TODO: Make more robust
var textureBindingIndex = reflection.ResourceBindings.IndexOf(x => variable.Name.ToString().StartsWith(x.RawName, StringComparison.Ordinal));
var samplerBindingIndex = reflection.ResourceBindings.IndexOf(x => variable.Name.ToString().EndsWith(x.RawName, StringComparison.Ordinal));
if (textureBindingIndex != -1)
MarkResourceBindingAsUsed(reflection, textureBindingIndex, stage);
if (samplerBindingIndex != -1)
MarkResourceBindingAsUsed(reflection, samplerBindingIndex, stage);
}
else
{
var resourceBindingIndex = reflection.ResourceBindings.IndexOf(x => x.RawName == variable.Name);
if (resourceBindingIndex != -1)
{
MarkResourceBindingAsUsed(reflection, resourceBindingIndex, stage);
}
}
}
if (shaderPlatform == GlslShaderPlatform.Vulkan)
{
// Defines the ordering of resource groups in Vulkan. This is mirrored in the PipelineState
var resourceGroups = reflection.ResourceBindings.Select(x => x.ResourceGroup ?? "Globals").Distinct().ToList();
var bindings = resourceGroups.SelectMany(resourceGroup => reflection.ResourceBindings
.Where(x => x.ResourceGroup == resourceGroup || (x.ResourceGroup == null && resourceGroup == "Globals"))
.GroupBy(x => new { KeyName = x.KeyInfo.KeyName, RawName = x.RawName, Class = x.Class, Type = x.Type, ElementType = x.ElementType.Type, SlotCount = x.SlotCount, LogicalGroup = x.LogicalGroup })
.OrderBy(x => x.Key.Class == EffectParameterClass.ConstantBuffer ? 0 : 1))
.ToList();
// Add layout(set, bindings) qualifier to all constant buffers
foreach (var constantBuffer in glslShader.Declarations.OfType<ConstantBuffer>())
{
var layoutBindingIndex = bindings.IndexOf(x => x.Key.RawName == constantBuffer.Name);
if (layoutBindingIndex != -1)
{
var layoutQualifier = constantBuffer.Qualifiers.OfType<Stride.Core.Shaders.Ast.Glsl.LayoutQualifier>().FirstOrDefault();
if (layoutQualifier == null)
{
layoutQualifier = new Stride.Core.Shaders.Ast.Glsl.LayoutQualifier();
constantBuffer.Qualifiers |= layoutQualifier;
}
//layoutQualifier.Layouts.Add(new LayoutKeyValue("set", resourceGroups.IndexOf(resourceGroup)));
layoutQualifier.Layouts.Add(new LayoutKeyValue("set", 0));
layoutQualifier.Layouts.Add(new LayoutKeyValue("binding", layoutBindingIndex + 1));
resourceBindings.Add(bindings[layoutBindingIndex].Key.KeyName, layoutBindingIndex + 1);
}
}
// Add layout(set, bindings) qualifier to all other uniforms
foreach (var variable in glslShader.Declarations.OfType<Variable>().Where(x => (x.Qualifiers.Contains(StorageQualifier.Uniform))))
{
var layoutBindingIndex = bindings.IndexOf(x => variable.Name.Text.StartsWith(x.Key.RawName, StringComparison.Ordinal));
if (layoutBindingIndex != -1)
{
var layoutQualifier = variable.Qualifiers.OfType<Stride.Core.Shaders.Ast.Glsl.LayoutQualifier>().FirstOrDefault();
if (layoutQualifier == null)
{
layoutQualifier = new Stride.Core.Shaders.Ast.Glsl.LayoutQualifier();
variable.Qualifiers |= layoutQualifier;
}
//layoutQualifier.Layouts.Add(new LayoutKeyValue("set", resourceGroups.IndexOf(resourceGroup)));
layoutQualifier.Layouts.Add(new LayoutKeyValue("set", 0));
layoutQualifier.Layouts.Add(new LayoutKeyValue("binding", layoutBindingIndex + 1));
resourceBindings.Add(bindings[layoutBindingIndex].Key.KeyName, layoutBindingIndex + 1);
// Buffer should not be marked with uniform, this probably should not be here but it works and does not mess anything up.
if (variable.Type.Qualifiers.Contains(StorageQualifier.Buffer))
{
variable.Qualifiers.Values.Remove(StorageQualifier.Uniform);
}
}
}
}
}
// Output the result
var glslShaderWriter = new HlslToGlslWriter(shaderPlatform, shaderVersion, pipelineStage);
if (shaderPlatform == GlslShaderPlatform.OpenGLES && shaderVersion < 320)
{
glslShaderWriter.ExtraHeaders = "#define texelFetchBufferPlaceholder";
}
if (shaderPlatform == GlslShaderPlatform.Vulkan && pipelineStage == PipelineStage.Compute)
{
glslShaderWriter.Extensions.Add("GL_EXT_shader_image_load_formatted");
}
glslShaderWriter.Extensions.Add("GL_EXT_samplerless_texture_functions");
// Write shader
glslShaderWriter.Visit(glslShader);
var shaderString = glslShaderWriter.Text;
// Build shader source
var glslShaderCode = new StringBuilder();
// Append some header depending on target
//if (isOpenGLES)
//{
// if (isOpenGLES3)
// {
// glslShaderCode
// .AppendLine("#version 300 es") // TODO: 310 version?
// .AppendLine();
// }
//
// if (pipelineStage == PipelineStage.Pixel)
// glslShaderCode
// .AppendLine("precision highp float;")
// .AppendLine();
//}
//else
//{
// glslShaderCode
// .AppendLine("#version 420")
// .AppendLine()
// .AppendLine("#define samplerBuffer sampler2D")
// .AppendLine("#define isamplerBuffer isampler2D")
// .AppendLine("#define usamplerBuffer usampler2D")
// .AppendLine("#define texelFetchBuffer(sampler, P) texelFetch(sampler, ivec2((P) & 0xFFF, (P) >> 12), 0)");
// //.AppendLine("#define texelFetchBuffer(sampler, P) texelFetch(sampler, P)");
//}
glslShaderCode.Append(shaderString);
var realShaderSource = glslShaderCode.ToString();
return realShaderSource;
}
private static void MarkResourceBindingAsUsed(EffectReflection reflection, int resourceBindingIndex, ShaderStage stage)
{
var resourceBinding = reflection.ResourceBindings[resourceBindingIndex];
if (resourceBinding.Stage == ShaderStage.None)
{
resourceBinding.Stage = stage;
reflection.ResourceBindings[resourceBindingIndex] = resourceBinding;
}
}
private static int ComputeMemberSize(ref EffectTypeDescription memberType, ref int constantBufferOffset)
{
var elementSize = ComputeTypeSize(memberType.Type);
int size;
int alignment;
switch (memberType.Class)
{
case EffectParameterClass.Struct:
{
// Fill members
size = 0;
for (int index = 0; index < memberType.Members.Length; index++)
{
// Properly compute size and offset according to DX rules
var memberSize = ComputeMemberSize(ref memberType.Members[index].Type, ref size);
// Align offset and store it as member offset
memberType.Members[index].Offset = size;
// Adjust offset for next item
size += memberSize;
}
alignment = size;
break;
}
case EffectParameterClass.Scalar:
{
size = elementSize;
alignment = size;
break;
}
case EffectParameterClass.Color:
case EffectParameterClass.Vector:
{
size = elementSize * memberType.ColumnCount;
alignment = (memberType.ColumnCount == 3 ? 4 : memberType.ColumnCount) * elementSize; // vec3 uses alignment of vec4
break;
}
case EffectParameterClass.MatrixColumns:
{
size = elementSize * 4 * memberType.ColumnCount;
alignment = size;
break;
}
case EffectParameterClass.MatrixRows:
{
size = elementSize * 4 * memberType.RowCount;
alignment = size;
break;
}
default:
throw new NotImplementedException();
}
// Update element size
memberType.ElementSize = size;
// Array
if (memberType.Elements > 0)
{
var roundedSize = (size + 15) / 16 * 16; // Round up to vec4
size = roundedSize * memberType.Elements;
alignment = roundedSize * memberType.Elements;
}
// Alignment is maxed up to vec4
if (alignment > 16)
alignment = 16;
// Align offset and store it as member offset
constantBufferOffset = (constantBufferOffset + alignment - 1) / alignment * alignment;
return size;
}
private static int ComputeTypeSize(EffectParameterType type)
{
switch (type)
{
case EffectParameterType.Bool:
case EffectParameterType.Float:
case EffectParameterType.Int:
case EffectParameterType.UInt:
return 4;
case EffectParameterType.Double:
return 8;
case EffectParameterType.Void:
return 0;
default:
throw new NotImplementedException();
}
}
}
}